Hi all,

I've made a simple geometry, a torus with N vertices for each of his rings,
quads between both rings, no bottom, no top, ..well, a tube... ^_^

every vertice has exactly one index, so if for example I have N=3 I have a
tube with 3 sides, 3 vertices on every side, indexed 1, 2, 3, 4, 5, 6

I want to make texture coordinates.. I did the following :

tex->addValue(Vec2f(0,0));
tex->addValue(Vec2f(1.f/3,0));
tex->addValue(Vec2f(2.f/3,0));

tex->addValue(Vec2f(0,1));
tex->addValue(Vec2f(1.f/3,1));
tex->addValue(Vec2f(2.f/3,1));

The result is a texture stretched over 2 faces and another sample for the
third face (which seems logic)

But this is not what I want.. I need just one sample of the texture
stretched over the whole mesh..

The Problem is that I could write

tex->addValue(Vec2f(0,0));
tex->addValue(Vec2f(1.f/3,0));
tex->addValue(Vec2f(2.f/3,0));
tex->addValue(Vec2f(1,0));
...

..if the first/last vertex was indexed twice.. which is not the case, and I
would like to keep my indexing like it is^^

..is there another way?

any help is appreciated

Victor
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